Files
OpenRA/OpenRA.Mods.Common/Traits/Repairable.cs
2019-07-19 10:49:24 +02:00

154 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor can be sent to a structure for repairs.")]
public class RepairableInfo : ITraitInfo, Requires<IHealthInfo>, Requires<IMoveInfo>, IObservesVariablesInfo
{
[ActorReference]
[FieldLoader.Require]
public readonly HashSet<string> RepairActors = new HashSet<string> { };
[VoiceReference]
public readonly string Voice = "Action";
[Desc("The amount the unit will be repaired at each step. Use -1 for fallback behavior where HpPerStep from RepairsUnits trait will be used.")]
public readonly int HpPerStep = -1;
[ConsumedConditionReference]
[Desc("Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.")]
public readonly BooleanExpression RequireForceMoveCondition = null;
public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
}
public class Repairable : IIssueOrder, IResolveOrder, IOrderVoice, INotifyCreated, IObservesVariables
{
public readonly RepairableInfo Info;
readonly IHealth health;
Rearmable rearmable;
bool requireForceMove;
bool isAircraft;
public Repairable(Actor self, RepairableInfo info)
{
Info = info;
health = self.Trait<IHealth>();
}
void INotifyCreated.Created(Actor self)
{
rearmable = self.TraitOrDefault<Rearmable>();
isAircraft = self.Info.HasTraitInfo<AircraftInfo>();
}
IEnumerable<IOrderTargeter> IIssueOrder.Orders
{
get
{
yield return new EnterAlliedActorTargeter<BuildingInfo>("Repair", 5, CanRepairAt, _ => CanRepair() || CanRearm());
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Repair")
return new Order(order.OrderID, self, target, queued);
return null;
}
bool CanRepairAt(Actor target)
{
return Info.RepairActors.Contains(target.Info.Name);
}
bool CanRepairAt(Actor target, TargetModifiers modifiers)
{
if (requireForceMove && !modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
return Info.RepairActors.Contains(target.Info.Name);
}
bool CanRepair()
{
return health.DamageState > DamageState.Undamaged;
}
bool CanRearm()
{
return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Repair" && (CanRepair() || CanRearm()) ? Info.Voice : null;
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "Repair")
return;
// Repair orders are only valid for own/allied actors,
// which are guaranteed to never be frozen.
if (order.Target.Type != TargetType.Actor)
return;
// Aircraft handle Repair orders directly in the Aircraft trait
// TODO: Move the order handling of both this trait and Aircraft to a generalistic DockManager
if (isAircraft)
return;
if (!CanRepairAt(order.Target.Actor) || (!CanRepair() && !CanRearm()))
return;
self.SetTargetLine(order.Target, Color.Green);
self.QueueActivity(order.Queued, new Resupply(self, order.Target.Actor, new WDist(512)));
}
IEnumerable<VariableObserver> IObservesVariables.GetVariableObservers()
{
if (Info.RequireForceMoveCondition != null)
yield return new VariableObserver(RequireForceMoveConditionChanged, Info.RequireForceMoveCondition.Variables);
}
void RequireForceMoveConditionChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
{
requireForceMove = Info.RequireForceMoveCondition.Evaluate(conditions);
}
public Actor FindRepairBuilding(Actor self)
{
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
Info.RepairActors.Contains(a.Actor.Info.Name))
.OrderBy(a => a.Actor.Owner == self.Owner ? 0 : 1)
.ThenBy(p => (self.Location - p.Actor.Location).LengthSquared);
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
return repairBuilding.FirstOrDefault().Actor;
}
}
}